mirror of
https://github.com/libretro/scummvm.git
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3a43829b88
svn-id: r10885
1374 lines
33 KiB
C++
1374 lines
33 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "bs2/driver/driver96.h"
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#include "bs2/build_display.h"
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#include "bs2/console.h"
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#include "bs2/controls.h"
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#include "bs2/defs.h"
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#include "bs2/events.h"
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#include "bs2/icons.h"
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#include "bs2/interpreter.h"
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#include "bs2/logic.h"
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#include "bs2/layers.h"
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#include "bs2/maketext.h"
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#include "bs2/mouse.h"
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#include "bs2/object.h"
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#include "bs2/protocol.h"
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#include "bs2/resman.h"
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#include "bs2/sound.h"
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#include "bs2/sword2.h"
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namespace Sword2 {
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// pointer resource id's
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#define CROSHAIR 18
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#define EXIT0 788
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#define EXIT1 789
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#define EXIT2 790
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#define EXIT3 791
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#define EXIT4 792
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#define EXIT5 793
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#define EXIT6 794
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#define EXIT7 795
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#define EXITDOWN 796
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#define EXITUP 797
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#define MOUTH 787
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#define NORMAL 17
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#define PICKUP 3099
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#define SCROLL_L 1440
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#define SCROLL_R 1441
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#define USE 3100
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//the mouse list stuff
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uint32 cur_mouse;
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Mouse_unit mouse_list[TOTAL_mouse_list];
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// set by Check_mouse_list
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uint32 mouse_touching = 0;
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static uint32 old_mouse_touching = 0;
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static uint32 menu_selected_pos;
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uint8 examining_menu_icon = 0;
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// if it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor area
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// (or hidden hot-zone)
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static uint32 mouse_pointer_res = 0;
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// 0 normal in game
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// 1 menu chooser
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// 2 dragging luggage
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// 3 system menu chooser
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// 4 speech chooser
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uint32 mouse_mode = 0;
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static uint32 menu_status; // 0 available - 1 unavailable
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uint32 mouse_status; // human 0 on/1 off
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// 0 not !0 mode cannot be changed from normal mouse to menu (i.e. when
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// carrying big objects)
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uint32 mouse_mode_locked = 0;
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static uint32 current_luggage_resource = 0;
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// for the re-click stuff - must be same button you see
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static uint32 old_button = 0;
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static uint32 button_click = 0;
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static uint32 pointer_text_bloc_no = 0;
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static uint32 player_activity_delay = 0; // player activity delay counter
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uint32 real_luggage_item = 0; // last minute for pause mode
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void CreatePointerText(uint32 TextId, uint32 pointerRes);
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void Monitor_player_activity(void);
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void No_human(void);
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void Reset_mouse_list(void) {
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// call at beginning of gameloop
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cur_mouse = 1;
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}
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/**
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* This function is called every game cycle.
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*/
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void Mouse_engine(void) {
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Monitor_player_activity();
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ClearPointerText();
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// If George is dead, the system menu is visible all the time, and is
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// the only thing that can be used.
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if (DEAD) {
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if (mouse_mode != MOUSE_system_menu) {
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mouse_mode = MOUSE_system_menu;
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if (mouse_touching) {
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old_mouse_touching = 0;
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mouse_touching = 0;
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}
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Set_mouse(NORMAL_MOUSE_ID);
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Build_system_menu();
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}
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System_menu_mouse();
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return;
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}
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// If the mouse is not visible, do nothing
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if (mouse_status)
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return;
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switch (mouse_mode) {
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case MOUSE_normal:
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Normal_mouse();
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break;
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case MOUSE_menu:
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Menu_mouse();
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break;
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case MOUSE_drag:
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Drag_mouse();
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break;
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case MOUSE_system_menu:
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System_menu_mouse();
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break;
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case MOUSE_holding:
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if (g_display->_mouseY < 400) {
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mouse_mode = MOUSE_normal;
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debug(5, " releasing");
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}
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break;
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default:
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break;
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}
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}
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void System_menu_mouse(void) {
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uint32 safe_looping_music_id;
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_mouseEvent *me;
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int j, hit;
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uint8 *icon;
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int32 pars[2];
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uint32 icon_list[5] = {
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OPTIONS_ICON,
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QUIT_ICON,
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SAVE_ICON,
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RESTORE_ICON,
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RESTART_ICON
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};
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// can't close when player is dead
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if (g_display->_mouseY > 0 && !DEAD) {
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// close menu
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mouse_mode = MOUSE_normal;
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g_display->hideMenu(RDMENU_TOP);
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return;
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}
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me = MouseEvent();
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if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
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// clicked on a top mouse pointer?
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if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) {
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// which are we over?
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hit = (g_display->_mouseX - 24) / 40;
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// no save when dead
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if (icon_list[hit] == SAVE_ICON && DEAD)
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return;
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// there are 5 system menu icons
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if (hit < ARRAYSIZE(icon_list)) {
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// build them all high in full colour - when
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// one is clicked on all the rest will grey out
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for (j = 0; j < ARRAYSIZE(icon_list); j++) {
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// change all others to grey
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if (j != hit) {
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icon = res_man.open(icon_list[j]) + sizeof(_standardHeader);
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g_display->setMenuIcon(RDMENU_TOP, j, icon);
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res_man.close( icon_list[j] );
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}
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}
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g_sound->pauseFx();
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// NB. Need to keep a safe copy of
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// 'looping_music_id' for savegame & for
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// playing when returning from control panels
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// because control panel music will overwrite
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// it!
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safe_looping_music_id = looping_music_id;
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pars[0] = 221; // SystemM234 (M234.wav)
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pars[1] = FX_LOOP;
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g_logic.fnPlayMusic(pars);
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// restore proper looping_music_id
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looping_music_id = safe_looping_music_id;
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// clear the screen & set up the new palette
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// for the menus
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g_display->clearScene();
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g_display->processMenu();
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g_display->resetRenderEngine();
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// call the relevent screen
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switch (hit) {
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case 0:
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gui.optionControl();
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break;
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case 1:
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gui.quitControl();
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break;
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case 2:
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gui.saveControl();
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break;
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case 3:
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gui.restoreControl();
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break;
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case 4:
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gui.restartControl();
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break;
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}
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// Menu stays open on death screen
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if (!DEAD) {
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mouse_mode = MOUSE_normal;
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g_display->hideMenu(RDMENU_TOP);
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} else {
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Set_mouse(NORMAL_MOUSE_ID);
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Build_system_menu();
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}
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// clear the screen & restore the location
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// palette
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g_display->clearScene();
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g_display->processMenu();
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// reset game palette, but not after a
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// successful restore or restart!
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// see RestoreFromBuffer() in save_rest.cpp
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if (this_screen.new_palette != 99) {
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// '0' means put back game screen
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// palette; see Build_display.cpp
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SetFullPalette(0);
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// stop the engine fading in the
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// restored screens palette
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this_screen.new_palette = 0;
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} else
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this_screen.new_palette = 1;
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g_sound->unpauseFx();
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// If there was looping music before coming
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// into the control panels then restart it!
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// NB. This will also start music required
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// when a game has been restored
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if (looping_music_id) {
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pars[0] = looping_music_id;
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pars[1] = FX_LOOP;
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g_logic.fnPlayMusic(pars);
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// cross-fades into the required music:
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// - either a restored game tune
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// - or music playing prior to
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// entering control panels
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} else {
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// stop the control panel music
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g_logic.fnStopMusic(NULL);
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}
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}
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}
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}
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}
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void Drag_mouse(void) {
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_mouseEvent *me;
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uint32 pos;
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if (g_display->_mouseY < 400 && !menu_status) {
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// close menu
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mouse_mode = MOUSE_normal;
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g_display->hideMenu(RDMENU_BOTTOM);
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return;
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}
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// handles cursors and the luggage on/off according to type
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Mouse_on_off();
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// now do the normal click stuff
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me = MouseEvent();
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// we only care about left clicks when the mouse is over an object
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// we ignore mouse releases
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if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
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// there's a mouse event to be processed
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// could be clicking on an on screen object or on the menu
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// which is currently displayed
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if (mouse_touching) {
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// mouse is over an on screen object - and we have
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// luggage
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// depending on type we'll maybe kill the object_held
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// - like for exits
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// Set global script variable 'button'. We know that
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// it was the left button, not the right one.
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LEFT_BUTTON = 1;
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RIGHT_BUTTON = 0;
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// these might be required by the action script about
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// to be run
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MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
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MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
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// for scripts to know what's been clicked (21jan97).
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// First used for 'room_13_turning_script' in object
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// 'biscuits_13'
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CLICKED_ID = mouse_touching;
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Set_player_action_event(CUR_PLAYER_ID, mouse_touching);
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debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
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// Hide menu - back to normal menu mode
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g_display->hideMenu(RDMENU_BOTTOM);
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mouse_mode = MOUSE_normal;
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} else {
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// better check for combine/cancel
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// cancel puts us back in Menu_mouse mode
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if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
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// which are we over?
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pos = (g_display->_mouseX - 24) / 40;
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//clicked on something - what button?
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if (master_menu_list[pos].icon_resource) {
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// always back into menu mode
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mouse_mode = MOUSE_menu;
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// remove luggage
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Set_luggage(0);
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// if we've clicked on the same icon
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// as the one we're dragging
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if (pos == menu_selected_pos) {
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// reset first icon
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OBJECT_HELD = 0;
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menu_selected_pos = 0;
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} else {
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// combine the 2 icons
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debug(5, "combine");
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//what we clicked on, not what
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// we're dragging
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COMBINE_BASE = master_menu_list[pos].icon_resource;
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Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
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// turn off mouse now, to
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// prevent player trying to
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// click elsewhere BUT leave
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// the bottom menu open
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No_human();
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debug(5, "USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE));
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}
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// refresh the menu
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Build_menu();
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debug(5, "switch to menu mode");
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}
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}
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}
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}
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}
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void Menu_mouse(void) {
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// menu is down
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_mouseEvent *me;
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uint32 pos;
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if (g_display->_mouseY < 400 && !menu_status) {
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// close menu
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mouse_mode = MOUSE_normal;
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g_display->hideMenu(RDMENU_BOTTOM);
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return;
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}
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me = MouseEvent();
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// we only care about left clicks when the mouse is over an object
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// we ignore mouse releases
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if (me) {
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// there's a mouse event to be processed
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// now check if we've clicked on an actual icon
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if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
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// which are we over?
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pos = (g_display->_mouseX - 24) / 40;
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// clicked on something - what button?
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if (master_menu_list[pos].icon_resource) {
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if (me->buttons & RD_RIGHTBUTTONDOWN) {
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// right button look
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examining_menu_icon = 1;
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// id the object via its graphic
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OBJECT_HELD = master_menu_list[pos].icon_resource;
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// Must clear this so next click on
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// exit becomes 1st click again
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EXIT_CLICK_ID = 0;
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debug(5, "RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD));
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Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
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// refresh the menu
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Build_menu();
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// turn off mouse now, to prevent
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// player trying to click elsewhere
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// BUT leave the bottom menu open
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No_human();
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} else if (me->buttons & RD_LEFTBUTTONDOWN) {
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// left button - highlight the object
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// and bung us into drag luggage mode
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// menu slot we clicked on - derive
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// luggage resource from this in
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// mouse_on_off()
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menu_selected_pos = pos;
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current_luggage_resource = master_menu_list[pos].luggage_resource;
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mouse_mode = MOUSE_drag;
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debug(5, "setting OH in menu");
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// id the object via its graphic
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OBJECT_HELD = master_menu_list[pos].icon_resource;
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// must clear this so next click on
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// exit becomes 1st click again
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EXIT_CLICK_ID = 0;
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// refresh the menu
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Build_menu();
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Set_luggage(master_menu_list[pos].luggage_resource);
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debug(5, "switch to drag mode");
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}
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}
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}
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}
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}
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void Normal_mouse(void) {
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// The gane is playing and none of the menus are activated - but, we
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// need to check if a menu is to start. Note, won't have luggage
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_mouseEvent *me;
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// no save in big-object menu lock situation
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if (g_display->_mouseY < 0 && !menu_status && !mouse_mode_locked && !OBJECT_HELD) {
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mouse_mode = MOUSE_system_menu;
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if (mouse_touching) {
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// We were on something, but not anymore
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old_mouse_touching = 0;
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mouse_touching = 0;
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}
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// reset mouse cursor - in case we're between mice
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Set_mouse(NORMAL_MOUSE_ID);
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Build_system_menu();
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return;
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}
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if (g_display->_mouseY > 399 && !menu_status && !mouse_mode_locked) {
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// If an object is being held, i.e. if the mouse cursor has a
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// luggage, we should be use dragging mode instead of inventory
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// menu mode.
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//
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// That way, we can still use an object on another inventory
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// object, even if the inventory menu was closed after the
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// first object was selected.
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if (!OBJECT_HELD)
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mouse_mode = MOUSE_menu;
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else
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mouse_mode = MOUSE_drag;
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// If mouse is moving off an object and onto the menu then do a
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// standard get-off
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if (mouse_touching) {
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// We were on something, but not anymore
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old_mouse_touching = 0;
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mouse_touching = 0;
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}
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// reset mouse cursor
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Set_mouse(NORMAL_MOUSE_ID);
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Build_menu();
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return;
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}
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// check for moving the mouse on or off things
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Mouse_on_off();
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// now do the normal click stuff
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me = MouseEvent();
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|
|
#ifdef _SWORD2_DEBUG
|
|
if (definingRectangles) {
|
|
if (draggingRectangle == 0) {
|
|
// not yet dragging a rectangle, so need click to start
|
|
|
|
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
|
|
// set both (x1,y1) and (x2,y2) to this point
|
|
rect_x1 = rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
|
rect_y1 = rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
|
draggingRectangle = 1;
|
|
}
|
|
} else if (draggingRectangle == 1) {
|
|
// currently dragging a rectangle - click means reset
|
|
|
|
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
|
|
// lock rectangle, so you can let go of mouse
|
|
// to type in the coords
|
|
draggingRectangle = 2;
|
|
} else {
|
|
// drag rectangle
|
|
rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
|
rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
|
}
|
|
} else {
|
|
// currently locked to avoid knocking out of place
|
|
// while reading off the coords
|
|
|
|
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
|
|
// click means reset - back to start again
|
|
draggingRectangle = 0;
|
|
}
|
|
}
|
|
} else {
|
|
#endif
|
|
|
|
// we only care about down clicks when the mouse is over an object
|
|
// we ignore mouse releases
|
|
|
|
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)) && mouse_touching) {
|
|
// there's a mouse event to be processed and the mouse is on
|
|
// something
|
|
|
|
// ok, there are no menus about so its nice and simple
|
|
// this is as close to the old advisor_188 script as we get
|
|
// I'm sorry to say.
|
|
|
|
// if player is walking or relaxing then those need to
|
|
// terminate correctly
|
|
|
|
// otherwise set player run the targets action script
|
|
// or, do a special walk if clicking on the scroll-more icon
|
|
|
|
// PLAYER_ACTION script variable - whatever catches this must
|
|
// reset to 0 again
|
|
// PLAYER_ACTION = mouse_touching;
|
|
|
|
// idle or router-anim will catch it
|
|
|
|
// set global script variable 'button'
|
|
|
|
if (me->buttons & RD_LEFTBUTTONDOWN) {
|
|
LEFT_BUTTON = 1;
|
|
RIGHT_BUTTON = 0;
|
|
button_click = 0; // for re-click
|
|
} else {
|
|
LEFT_BUTTON = 0;
|
|
RIGHT_BUTTON = 1;
|
|
button_click = 1; // for re-click
|
|
}
|
|
|
|
// these might be required by the action script about to be run
|
|
MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
|
MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
|
|
|
// only left button
|
|
if (mouse_touching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) {
|
|
// its the exit double click situation
|
|
// let the existing interaction continue and start
|
|
// fading down - switch the human off too
|
|
|
|
g_logic.fnNoHuman(NULL);
|
|
g_logic.fnFadeDown(NULL);
|
|
EXIT_FADING = 1; // tell the walker
|
|
} else if (old_button == button_click && mouse_touching == CLICKED_ID && mouse_pointer_res != NORMAL_MOUSE_ID) {
|
|
// re-click - do nothing - except on floors
|
|
} else {
|
|
// allow the click
|
|
old_button = button_click; // for re-click
|
|
|
|
// for scripts to know what's been clicked
|
|
// First used for 'room_13_turning_script' in object
|
|
// 'biscuits_13'
|
|
|
|
CLICKED_ID = mouse_touching;
|
|
|
|
// must clear these two double-click control flags -
|
|
// do it here so reclicks after exit clicks are
|
|
// cleared up
|
|
|
|
EXIT_CLICK_ID = 0;
|
|
EXIT_FADING = 0;
|
|
|
|
Set_player_action_event(CUR_PLAYER_ID, mouse_touching);
|
|
|
|
if (OBJECT_HELD)
|
|
debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
|
|
else if (LEFT_BUTTON)
|
|
debug(5, "LEFT-CLICKED ON %s", FetchObjectName(CLICKED_ID));
|
|
else // RIGHT BUTTON
|
|
debug(5, "RIGHT-CLICKED ON %s", FetchObjectName(CLICKED_ID));
|
|
}
|
|
}
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Mouse_on_off(void) {
|
|
// this handles the cursor graphic when moving on and off mouse areas
|
|
// it also handles the luggage thingy
|
|
|
|
uint32 pointer_type;
|
|
static uint8 mouse_flicked_off = 0;
|
|
|
|
old_mouse_touching = mouse_touching;
|
|
|
|
// don't detect objects that are hidden behind the menu bars (ie. in
|
|
// the scrolled-off areas of the screen)
|
|
|
|
if (g_display->_mouseY < 0 || g_display->_mouseY > 399) {
|
|
pointer_type = 0;
|
|
mouse_touching = 0;
|
|
} else {
|
|
// set 'mouse_touching' & return pointer_type
|
|
pointer_type = Check_mouse_list();
|
|
}
|
|
|
|
// same as previous cycle?
|
|
if (!mouse_flicked_off && old_mouse_touching == mouse_touching) {
|
|
// yes, so nothing to do
|
|
// BUT CARRY ON IF MOUSE WAS FLICKED OFF!
|
|
return;
|
|
}
|
|
|
|
// can reset this now
|
|
mouse_flicked_off = 0;
|
|
|
|
//the cursor has moved onto something
|
|
if (!old_mouse_touching && mouse_touching) {
|
|
// make a copy of the object we've moved onto because one day
|
|
// we'll move back off again! (but the list positioning could
|
|
// theoretically have changed)
|
|
|
|
// we can only move onto something from being on nothing - we
|
|
// stop the system going from one to another when objects
|
|
// overlap
|
|
|
|
old_mouse_touching = mouse_touching;
|
|
|
|
// run get on
|
|
|
|
if (pointer_type) {
|
|
// 'pointer_type' holds the resource id of the
|
|
// pointer anim
|
|
|
|
Set_mouse(pointer_type);
|
|
|
|
// setup luggage icon
|
|
if (OBJECT_HELD) {
|
|
// Set_luggage(master_menu_list[menu_selected_pos].luggage_resource);
|
|
Set_luggage(current_luggage_resource);
|
|
}
|
|
} else
|
|
Con_fatal_error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", mouse_touching, FetchObjectName(mouse_touching));
|
|
} else if (old_mouse_touching && !mouse_touching) {
|
|
// the cursor has moved off something - reset cursor to
|
|
// normal pointer
|
|
|
|
old_mouse_touching = 0;
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
|
|
// reset luggage only when necessary
|
|
} else if (old_mouse_touching && mouse_touching) {
|
|
// The cursor has moved off something and onto something
|
|
// else. Flip to a blank cursor for a cycle.
|
|
|
|
// ignore the new id this cycle - should hit next cycle
|
|
mouse_touching = 0;
|
|
old_mouse_touching = 0;
|
|
Set_mouse(0);
|
|
|
|
// so we know to set the mouse pointer back to normal if 2nd
|
|
// hot-spot doesn't register because mouse pulled away
|
|
// quickly (onto nothing)
|
|
|
|
mouse_flicked_off = 1;
|
|
|
|
// reset luggage only when necessary
|
|
} else {
|
|
// Mouse was flicked off for one cycle, but then moved onto
|
|
// nothing before 2nd hot-spot registered
|
|
|
|
// both 'old_mouse_touching' & 'mouse_touching' will be zero
|
|
// reset cursor to normal pointer
|
|
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
}
|
|
|
|
// possible check for edge of screen more-to-scroll here on large
|
|
// screens
|
|
}
|
|
|
|
void Set_mouse(uint32 res) {
|
|
uint8 *icon;
|
|
uint32 len;
|
|
|
|
// high level - whats the mouse - for the engine
|
|
mouse_pointer_res = res;
|
|
|
|
if (res) {
|
|
icon = res_man.open(res) + sizeof(_standardHeader);
|
|
len = res_man._resList[res]->size - sizeof(_standardHeader);
|
|
|
|
// don't pulse the normal pointer - just do the regular anim
|
|
// loop
|
|
|
|
if (res == NORMAL_MOUSE_ID)
|
|
g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
|
|
else
|
|
g_display->setMouseAnim(icon, len, RDMOUSE_FLASH);
|
|
|
|
res_man.close(res);
|
|
} else {
|
|
// blank cursor
|
|
g_display->setMouseAnim(NULL, 0, 0);
|
|
}
|
|
}
|
|
|
|
void Set_luggage(uint32 res) {
|
|
uint8 *icon;
|
|
uint32 len;
|
|
|
|
real_luggage_item = res;
|
|
|
|
if (res) {
|
|
icon = res_man.open(res) + sizeof(_standardHeader);
|
|
len = res_man._resList[res]->size - sizeof(_standardHeader);
|
|
|
|
g_display->setLuggageAnim(icon, len);
|
|
|
|
res_man.close(res);
|
|
} else
|
|
g_display->setLuggageAnim(NULL, 0);
|
|
}
|
|
|
|
uint32 Check_mouse_list(void) {
|
|
int32 priority = 0;
|
|
uint32 j = 1;
|
|
|
|
if (cur_mouse > 1) {
|
|
//number of priorities subject to implementation needs
|
|
while (priority < 10) {
|
|
// if the mouse pointer is over this
|
|
// mouse-detection-box
|
|
|
|
if (mouse_list[j].priority == priority &&
|
|
g_display->_mouseX + this_screen.scroll_offset_x >= mouse_list[j].x1 &&
|
|
g_display->_mouseX + this_screen.scroll_offset_x <= mouse_list[j].x2 &&
|
|
g_display->_mouseY + this_screen.scroll_offset_y >= mouse_list[j].y1 &&
|
|
g_display->_mouseY + this_screen.scroll_offset_y <= mouse_list[j].y2) {
|
|
// record id
|
|
mouse_touching = mouse_list[j].id;
|
|
|
|
// change all COGS pointers to CROSHAIR
|
|
if (mouse_list[j].pointer == USE)
|
|
mouse_list[j].pointer = CROSHAIR;
|
|
|
|
CreatePointerText(mouse_list[j].pointer_text, mouse_list[j].pointer);
|
|
|
|
// return pointer type
|
|
return mouse_list[j].pointer;
|
|
}
|
|
|
|
j++;
|
|
if (j == cur_mouse) {
|
|
j = 0;
|
|
// next priority - 0 being the highest, 9 the
|
|
// lowest
|
|
priority++;
|
|
}
|
|
}
|
|
}
|
|
|
|
mouse_touching = 0; // touching nothing
|
|
return 0; // no pointer to return
|
|
}
|
|
|
|
#define POINTER_TEXT_WIDTH 640 // just in case!
|
|
#define POINTER_TEXT_PEN 184 // white
|
|
|
|
void CreatePointerText(uint32 textId, uint32 pointerRes) {
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
uint8 *text;
|
|
// offsets for pointer text sprite from pointer position
|
|
int16 xOffset, yOffset;
|
|
uint8 justification;
|
|
|
|
if (gui._pointerTextSelected) {
|
|
if (textId) {
|
|
// check what the pointer is, to set offsets
|
|
// correctly for text position
|
|
|
|
switch (pointerRes) {
|
|
case CROSHAIR:
|
|
yOffset = -7;
|
|
xOffset = +10;
|
|
break;
|
|
case EXIT0:
|
|
yOffset = +15;
|
|
xOffset = +20;
|
|
break;
|
|
case EXIT1:
|
|
yOffset = +16;
|
|
xOffset = -10;
|
|
break;
|
|
case EXIT2:
|
|
yOffset = +10;
|
|
xOffset = -22;
|
|
break;
|
|
case EXIT3:
|
|
yOffset = -16;
|
|
xOffset = -10;
|
|
break;
|
|
case EXIT4:
|
|
yOffset = -15;
|
|
xOffset = +15;
|
|
break;
|
|
case EXIT5:
|
|
yOffset = -12;
|
|
xOffset = +10;
|
|
break;
|
|
case EXIT6:
|
|
yOffset = +10;
|
|
xOffset = +25;
|
|
break;
|
|
case EXIT7:
|
|
yOffset = +16;
|
|
xOffset = +20;
|
|
break;
|
|
case EXITDOWN:
|
|
yOffset = -20;
|
|
xOffset = -10;
|
|
break;
|
|
case EXITUP:
|
|
yOffset = +20;
|
|
xOffset = +20;
|
|
break;
|
|
case MOUTH:
|
|
yOffset = -10;
|
|
xOffset = +15;
|
|
break;
|
|
case NORMAL:
|
|
yOffset = -10;
|
|
xOffset = +15;
|
|
break;
|
|
case PICKUP:
|
|
yOffset = -40;
|
|
xOffset = +10;
|
|
break;
|
|
case SCROLL_L:
|
|
yOffset = -20;
|
|
xOffset = +20;
|
|
break;
|
|
case SCROLL_R:
|
|
yOffset = -20;
|
|
xOffset = -20;
|
|
break;
|
|
case USE:
|
|
yOffset = -8;
|
|
xOffset = +20;
|
|
break;
|
|
default:
|
|
// shouldn't happen if we cover all the
|
|
// different mouse pointers above
|
|
yOffset = -10;
|
|
xOffset = +10;
|
|
break;
|
|
}
|
|
|
|
// set up justification for text sprite, based on its
|
|
// offsets from the pointer position
|
|
|
|
if (yOffset < 0) {
|
|
// above pointer
|
|
if (xOffset < 0) {
|
|
// above left
|
|
justification = POSITION_AT_RIGHT_OF_BASE;
|
|
} else if (xOffset > 0) {
|
|
// above right
|
|
justification = POSITION_AT_LEFT_OF_BASE;
|
|
} else {
|
|
// above centre
|
|
justification = POSITION_AT_CENTRE_OF_BASE;
|
|
}
|
|
} else if (yOffset > 0) {
|
|
// below pointer
|
|
if (xOffset < 0) {
|
|
// below left
|
|
justification = POSITION_AT_RIGHT_OF_TOP;
|
|
} else if (xOffset > 0) {
|
|
// below right
|
|
justification = POSITION_AT_LEFT_OF_TOP;
|
|
} else {
|
|
// below centre
|
|
justification = POSITION_AT_CENTRE_OF_TOP;
|
|
}
|
|
} else {
|
|
// same y-coord as pointer
|
|
if (xOffset < 0) {
|
|
// centre left
|
|
justification = POSITION_AT_RIGHT_OF_CENTRE;
|
|
} else if (xOffset > 0) {
|
|
// centre right
|
|
justification = POSITION_AT_LEFT_OF_CENTRE;
|
|
} else {
|
|
// centre centre - shouldn't happen
|
|
// anyway!
|
|
justification = POSITION_AT_LEFT_OF_CENTRE;
|
|
}
|
|
}
|
|
|
|
// text resource number, and line number within the
|
|
// resource
|
|
|
|
text_res = textId / SIZE;
|
|
local_text = textId & 0xffff;
|
|
|
|
// open text file & get the line
|
|
text = FetchTextLine(res_man.open(text_res), local_text);
|
|
|
|
// 'text+2' to skip the first 2 bytes which form the
|
|
// line reference number
|
|
|
|
pointer_text_bloc_no = fontRenderer.buildNewBloc(
|
|
text + 2, g_display->_mouseX + xOffset,
|
|
g_display->_mouseY + yOffset,
|
|
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
|
|
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
|
|
g_sword2->_speechFontId, justification);
|
|
|
|
// now ok to close the text file
|
|
res_man.close(text_res);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ClearPointerText(void) {
|
|
if (pointer_text_bloc_no) {
|
|
fontRenderer.killTextBloc(pointer_text_bloc_no);
|
|
pointer_text_bloc_no = 0;
|
|
}
|
|
}
|
|
|
|
int32 Logic::fnNoHuman(int32 *params) {
|
|
// params: none
|
|
|
|
// for logic scripts
|
|
MOUSE_AVAILABLE = 0;
|
|
|
|
ClearPointerText();
|
|
|
|
// human/mouse off
|
|
mouse_status = 1;
|
|
|
|
Set_mouse(0);
|
|
Set_luggage(0);
|
|
|
|
// must be normal mouse situation or a largely neutral situation -
|
|
// special menus use No_human
|
|
|
|
// dont hide menu in conversations
|
|
if (TALK_FLAG == 0)
|
|
g_display->hideMenu(RDMENU_BOTTOM);
|
|
|
|
if (mouse_mode == MOUSE_system_menu) {
|
|
// close menu
|
|
mouse_mode = MOUSE_normal;
|
|
g_display->hideMenu(RDMENU_TOP);
|
|
}
|
|
|
|
// script continue
|
|
return IR_CONT;
|
|
}
|
|
|
|
void No_human(void) {
|
|
// leaves the menus open
|
|
// used by the system when clicking right on a menu item to examine
|
|
// it and when combining objects
|
|
|
|
// for logic scripts
|
|
MOUSE_AVAILABLE = 0;
|
|
|
|
// human/mouse off
|
|
mouse_status = 1;
|
|
|
|
Set_mouse(0);
|
|
Set_luggage(0);
|
|
}
|
|
|
|
int32 Logic::fnAddHuman(int32 *params) {
|
|
// params: none
|
|
|
|
// for logic scripts
|
|
MOUSE_AVAILABLE = 1;
|
|
|
|
// off
|
|
if (mouse_status) {
|
|
mouse_status = 0; // on
|
|
mouse_touching = 1; // forces engine to choose a cursor
|
|
}
|
|
|
|
//clear this to reset no-second-click system
|
|
CLICKED_ID = 0;
|
|
|
|
// this is now done outside the OBJECT_HELD check in case it's set to
|
|
// zero before now!
|
|
|
|
// unlock the mouse from possible large object lock situtations - see
|
|
// syphon in rm 3
|
|
|
|
mouse_mode_locked = 0;
|
|
|
|
if (OBJECT_HELD) {
|
|
// was dragging something around
|
|
// need to clear this again
|
|
OBJECT_HELD = 0;
|
|
|
|
// and these may also need clearing, just in case
|
|
examining_menu_icon = 0;
|
|
COMBINE_BASE = 0;
|
|
|
|
Set_luggage(0);
|
|
}
|
|
|
|
// if mouse is over menu area
|
|
if (g_display->_mouseY > 399) {
|
|
if (mouse_mode != MOUSE_holding) {
|
|
// VITAL - reset things & rebuild the menu
|
|
mouse_mode = MOUSE_normal;
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
} else
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
}
|
|
|
|
// enabled/disabled from console; status printed with on-screen debug
|
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// info
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#ifdef _SWORD2_DEBUG
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uint8 black[4] = { 0, 0, 0, 0 };
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uint8 white[4] = { 255, 255, 255, 0 };
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if (testingSnR) {
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// testing logic scripts by simulating an instant Save &
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// Restore
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g_display->setPalette(0, 1, white, RDPAL_INSTANT);
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// stops all fx & clears the queue - eg. when leaving a
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// location
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Clear_fx_queue();
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// Trash all object resources so they load in fresh & restart
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// their logic scripts
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res_man.killAllObjects(0);
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g_display->setPalette(0, 1, black, RDPAL_INSTANT);
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}
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#endif
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return IR_CONT;
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}
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int32 Logic::fnRegisterMouse(int32 *params) {
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// this call would be made from an objects service script 0
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// the object would be one with no graphic but with a mouse - i.e. a
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// floor or one whose mouse area is manually defined rather than
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// intended to fit sprite shape
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// params: 0 pointer to Object_mouse or 0 for no write to mouse
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// list
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debug(5, "cur_mouse = %d", cur_mouse);
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Object_mouse *ob_mouse = (Object_mouse *) params[0];
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// only if 'pointer' isn't NULL
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if (ob_mouse->pointer) {
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#ifdef _SWORD2_DEBUG
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if (cur_mouse == TOTAL_mouse_list)
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Con_fatal_error("ERROR: mouse_list full");
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#endif
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mouse_list[cur_mouse].x1 = ob_mouse->x1;
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mouse_list[cur_mouse].y1 = ob_mouse->y1;
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mouse_list[cur_mouse].x2 = ob_mouse->x2;
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mouse_list[cur_mouse].y2 = ob_mouse->y2;
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mouse_list[cur_mouse].priority = ob_mouse->priority;
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mouse_list[cur_mouse].pointer = ob_mouse->pointer;
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// (James17jun97) check if pointer text field is set due to
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// previous object using this slot (ie. not correct for this
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// one)
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// if 'pointer_text' field is set, but the 'id' field isn't
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// same is current id, then we don't want this "left over"
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// pointer text
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if (mouse_list[cur_mouse].pointer_text && mouse_list[cur_mouse].id != (int32) ID)
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mouse_list[cur_mouse].pointer_text = 0;
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// get id from system variable 'id' which is correct for
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// current object
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mouse_list[cur_mouse].id = ID;
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// not using sprite as mask - this is only done from
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// fnRegisterFrame()
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mouse_list[cur_mouse].anim_resource = 0;
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mouse_list[cur_mouse].anim_pc = 0;
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debug(5, "mouse id %d", mouse_list[cur_mouse].id);
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cur_mouse++;
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}
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return IR_CONT;
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}
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// use this in the object's service script prior to registering the mouse area
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// ie. before fnRegisterMouse or fnRegisterFrame
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// - best if kept at very top of service script
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int32 Logic::fnRegisterPointerText(int32 *params) {
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// params: 0 local id of text line to use as pointer text
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#ifdef _SWORD2_DEBUG
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if (cur_mouse == TOTAL_mouse_list)
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Con_fatal_error("ERROR: mouse_list full");
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#endif
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// current object id - used for checking pointer_text when mouse area
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// registered (in fnRegisterMouse and fnRegisterFrame)
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mouse_list[cur_mouse].id = ID;
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mouse_list[cur_mouse].pointer_text = params[0];
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return IR_CONT;
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}
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int32 Logic::fnInitFloorMouse(int32 *params) {
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// params: 0 pointer to object's mouse structure
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Object_mouse *ob_mouse = (Object_mouse *) params[0];
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// floor is always lowest priority
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ob_mouse->x1 = 0;
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ob_mouse->y1 = 0;
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ob_mouse->x2 = this_screen.screen_wide - 1;
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ob_mouse->y2 = this_screen.screen_deep - 1;
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ob_mouse->priority = 9;
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ob_mouse->pointer = NORMAL_MOUSE_ID;
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return IR_CONT;
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}
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#define SCROLL_MOUSE_WIDTH 20
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int32 Logic::fnSetScrollLeftMouse(int32 *params) {
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// params: 0 pointer to object's mouse structure
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Object_mouse *ob_mouse = (Object_mouse *) params[0];
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// Highest priority
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ob_mouse->x1 = 0;
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ob_mouse->y1 = 0;
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ob_mouse->x2 = this_screen.scroll_offset_x + SCROLL_MOUSE_WIDTH;
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ob_mouse->y2 = this_screen.screen_deep - 1;
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ob_mouse->priority = 0;
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if (this_screen.scroll_offset_x > 0) {
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// not fully scrolled to the left
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ob_mouse->pointer = SCROLL_LEFT_MOUSE_ID;
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} else {
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// so the mouse area doesn't get registered
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ob_mouse->pointer = 0;
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}
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return IR_CONT;
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}
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int32 Logic::fnSetScrollRightMouse(int32 *params) {
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// params: 0 pointer to object's mouse structure
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Object_mouse *ob_mouse = (Object_mouse *) params[0];
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// Highest priority
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ob_mouse->x1 = this_screen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
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ob_mouse->y1 = 0;
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ob_mouse->x2 = this_screen.screen_wide - 1;
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ob_mouse->y2 = this_screen.screen_deep - 1;
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ob_mouse->priority = 0;
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if (this_screen.scroll_offset_x < this_screen.max_scroll_offset_x) {
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// not fully scrolled to the right
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ob_mouse->pointer = SCROLL_RIGHT_MOUSE_ID;
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} else {
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// so the mouse area doesn't get registered
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ob_mouse->pointer = 0;
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}
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return IR_CONT;
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}
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int32 Logic::fnSetObjectHeld(int32 *params) {
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// params: 0 luggage icon to set
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Set_luggage(params[0]);
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OBJECT_HELD = params[0];
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current_luggage_resource = params[0];
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// mode locked - no menu available
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mouse_mode_locked = 1;
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return IR_CONT;
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}
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// called from speech scripts to remove the chooser bar when it's not
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// appropriate to keep it displayed
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int32 Logic::fnRemoveChooser(int32 *params) {
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// params: none
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g_display->hideMenu(RDMENU_BOTTOM);
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return IR_CONT;
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}
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int32 Logic::fnCheckPlayerActivity(int32 *params) {
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// Used to decide when to trigger music cues described as "no player
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// activity for a while"
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// params: 0 threshold delay in seconds, ie. what we want to
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// check the actual delay against
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uint32 threshold = params[0] * 12; // in game cycles
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// if the actual delay is at or above the given threshold
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if (player_activity_delay >= threshold) {
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// reset activity delay counter, now that we've got a
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// positive check
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player_activity_delay = 0;
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RESULT = 1;
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} else
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RESULT = 0;
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return IR_CONT;
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}
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int32 Logic::fnResetPlayerActivityDelay(int32 *params) {
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// Use if you want to deliberately reset the "no player activity"
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// counter for any reason
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// params: none
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player_activity_delay = 0;
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return IR_CONT;
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}
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void Monitor_player_activity(void) {
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// if there is at least one mouse event outstanding
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if (CheckForMouseEvents()) {
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// reset activity delay counter
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player_activity_delay = 0;
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} else {
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// no. of game cycles since mouse event queue last empty
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player_activity_delay++;
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}
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}
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} // End of namespace Sword2
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